touch: make native touch the default for iidx/sdvx/popn (#820)
## Link to GitHub Issue or related Pull Request, if one exists Fixes #814 ## Description of change Remove iidx/sdvx/popon `native touch` options. Remove dead code in wintouchemu that deals with these games. Native touch is now at feature-parity with wintouchemu. Native touch options work better with touch screens, while rawinput-based wintouchemu has compat issues on some touchscreens. For these subscreen games deprecate the usage of wintouchemu and make them use native touch stack by default. ### For future consideration Gitadora - not sure what to do with this one. We only use wintouchemu for the single window case. For all other configurations, the game accepts mouse and touch input without any hooks, so perhaps nothing needs to be done here. Nostalgia - consider moving away from wintouchemu and adopt native touch hook here as well. ## Testing WIP
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@@ -803,11 +803,7 @@ static BOOL WINAPI MoveWindow_hook(HWND hWnd, int X, int Y, int nWidth, int nHei
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nWidth = rect.right - rect.left;
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nHeight = rect.bottom - rect.top;
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if (games::iidx::NATIVE_TOUCH) {
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nativetouch::inject::register_and_attach_window(TDJ_SUBSCREEN_WINDOW);
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} else {
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touch_attach_wnd(TDJ_SUBSCREEN_WINDOW);
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}
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nativetouch::inject::register_and_attach_window(TDJ_SUBSCREEN_WINDOW);
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} else {
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// Existing behaviour: suppress subscreen window and prompt user to use overlay instead
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log_info(
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@@ -1174,8 +1170,8 @@ void graphics_hook_window(HWND hWnd, D3DPRESENT_PARAMETERS *pPresentationParamet
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SetWindowLongPtrA(hWnd, GWLP_WNDPROC, reinterpret_cast<LONG_PTR>(WindowProc));
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const bool native_touch_overlay =
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(games::iidx::NATIVE_TOUCH && !GRAPHICS_IIDX_WSUB) ||
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(games::popn::NATIVE_TOUCH && GRAPHICS_PREVENT_SECONDARY_WINDOWS);
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(games::iidx::TDJ_MODE && !GRAPHICS_IIDX_WSUB) ||
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(games::popn::is_pikapika_model() && GRAPHICS_PREVENT_SECONDARY_WINDOWS);
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if (native_touch_overlay) {
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nativetouch::inject::register_and_attach_window(hWnd);
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}
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